Bloodlust (same as the alliance ability, "Heroism") is a L70 shaman spell that gives 30% haste for 40seconds. It's usable in arena and has a 10min cooldown. All shaman get these regardless of their race.

Blood Fury is an Orc Racial ability that gives 143 spell damage (and 282 attack power) for 15 seconds. Its downside is that it reduces all healing effects on you by 50% (it's like you Mortal Strike yourself). The ability has a 2min cooldown. The spell damage is an obvious upside... but the healing debuff is also pretty significant.

On a 4xShaman setup, here's what that 143 spell damage means for me:

Assuming a baseline of 600 Spell Damage (and the hidden +55 Totem of the Void bonus on LB/CL), a target with 394 resilience, and a two-spell cast sequence of 1.) Lightning Bolt 2.) 4xEM+NS+Chain Lightning, I get the following:

Min Damage: 12,876
Avg Damage: 13,504 (using 1,000 salvos, Monte Carlo type analysis)

Add in the Blood Fury to the mix and that increases spell damage to 743 (+55 for TotV). Same resilience and cast sequence:

Min Damage: 13,918
Avg Damage: 14,650


What you can see here is that little ole 143 spell damage bonus increases my LB - 4xEM+NS+CL combo by roughly 1,100 points. It's also going to increase the expected value of subsequent LB volleys by ~550 for the remainder of its time. However, 15 seconds is a lot of time to be debuffed.

To dig a little deeper into arena theorycrafting... That debuff probably won't matter to at least 1 of your team, because they're going to be MS or Wounding poison debuffed significantly. But it may make healing the whole rest of your team much harder in the face of incoming AoE damage.

Finally, it's a useful racial in that it can acutally overwrite wound poisons and then when it wears off, you don't maintain any debuff.